26.09.2020

+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
This commit is contained in:
Michel Fedde 2020-09-26 23:40:16 +02:00
parent c4a0847567
commit 617a7ef044
39 changed files with 598 additions and 66 deletions

View file

@ -1,6 +1,7 @@
#version 330
in vec2 vTexture;
in vec4 vColor;
uniform vec4 Tint;
uniform bool UseTexture;
@ -9,6 +10,6 @@ uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void main() {
color = Tint;
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
}

View file

@ -2,16 +2,22 @@
#define maxInstances 32
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
layout(location = 3) in vec4 aColor;
uniform mat4 MVP;
uniform bool HasVColor;
uniform mat4 ModelMatrix[maxInstances];
uniform vec2 TextureOffset[maxInstances];
uniform vec2 TextureScale[maxInstances];
out vec2 vTexture;
out vec4 vColor;
void main() {
vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
if (HasVColor) vColor = aColor;
else vColor = vec4(1);
gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
}

View file

@ -4,7 +4,6 @@ using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.StaticObjects;
using SM.OGL.Shaders;
namespace SM.Base.Shader
@ -24,6 +23,7 @@ namespace SM.Base.Shader
GL.UseProgram(this);
Uniforms["MVP"].SetMatrix4(context.View * context.World);
Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
for (int i = 0; i < context.Instances.Length; i++) SetUniformVertex?.Invoke(Uniforms, context, i);
@ -31,6 +31,8 @@ namespace SM.Base.Shader
DrawObject(context.Mesh, context.Instances.Length, true);
CleanUp();
GL.UseProgram(0);
}
}